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Starsector 0.9.1a is out! (05/10/19); Blog post: Raiding for Fun and Profit (11/27/19)

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Messages - Tartiflette

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1
Modding / Re: Hullmod Expansion Disappeared/Taken Down
« on: January 17, 2020, 02:13:44 PM »
That's not an issue: the game increases the flight time when increasing missile weapons range.

2
Discussions / Re: Find out how to boost your sales by 400%!!!
« on: January 17, 2020, 02:12:17 PM »
There seems to be a catch in that article though: 400% of "not much of a splash" still doesn't bode very well for the sales of the game.

3
General Discussion / Re: Wow, this game...
« on: January 17, 2020, 04:06:09 AM »
Btw, is there an expected realease date for this?
If the trend from the last releases hold up, anywhere between two and three years and a half... It's a slow cooking project.

4
General Discussion / Re: Starsector Repo - Starsector Modding Repository
« on: January 14, 2020, 03:55:14 AM »
With a couple features that would only require minimal amount of work like a safe update I could get behind that.

Maybe the version checker file could have a line about the earliest save compatible update:

Code
{
    "masterVersionFile":"https://bitbucket.org/modder/mod/downloads/mod.version",
    "modName":"Mod",
    "modThreadId":"0000",
    "modNexusId":"00",
    "modVersion":
    {
        "major":0,
        "minor":2,
        "patch":"3"
    },
    "safeUpdateVersion":
    {
        "major":0,
        "minor":2,
        "patch":"0"
    },
}

So that if the last downloaded version was earlier than the last safe version, it displays a warning.

Then it would only be a one time setup to have a mod on that repo.

5
General Discussion / Re: Starsector Repo - Starsector Modding Repository
« on: January 13, 2020, 08:53:50 AM »
My plan is to add most of the mods I can find myself (giving full credit and "ownership" of the page to the modmaker of course) and give off the mod edit page ownership if the mod owner wants to control the process himself.
Ooooooh I can already see quite a few modders not liking this.

If it isn't a public repository, I can't see it taking off in any shape or form. First because it would be an insane amount of work to maintain up to date (since we now have mod updating every day) and it would create the conundrum of modders wanting to keep control over their releases, yet not willing to spend time updating their mod on yet another platform.

I mean, the base idea has many merits but it would require some more features to be worthwhile I think. Some basic mod management for example (Update all mods, Safe update mods [no save breaking update] ), one click download+unpack maybe? Basically Nexus but without the login part.

6
General Discussion / Re: Starsector Repo - Starsector Modding Repository
« on: January 13, 2020, 04:21:30 AM »
I don't know if we need yet another platform now that we have the Forum, Discord and Nexus already to publish our mods on. What would be the features and benefits over these?

7
Mods / Re: [0.65.2a] Seeker v0.1 - Prototype (06/06/2015)
« on: January 08, 2020, 10:28:16 PM »
It has. And it's meant to go with the Dawn, a ship that has a builtin mine deployment weapon and a phase skimmer..... See what I did there?

8
Modding Resources / Re: [0.9.1] MagicLib v0.28 (2019/11/09)
« on: January 07, 2020, 02:00:28 PM »
You should use the single frame render for that, battlespace renders are for sprite spawned once and are then entirely managed by the Magiclib plugin.

9
Modding Resources / Re: [0.9.1] MagicLib v0.28 (2019/11/09)
« on: January 06, 2020, 09:31:01 PM »
I'm not sure I understand the question. Growth is the size change of the drawn sprite over its lifetime, it doesn't get "reset" nor is the initial size.

10
Mods / Re: [0.91][UTILITY] Starsector FX
« on: December 19, 2019, 10:16:09 PM »
Iirc doesn't really work with other mods either. It just doesn't crash outright for them.

11
Modding Resources / Re: [0.9.1] MagicLib v0.28 (2019/11/09)
« on: December 17, 2019, 02:52:05 PM »
Magic lib requires Lazy lib

12
General Discussion / Re: Lesser Used Faction Tournament
« on: December 12, 2019, 03:49:42 AM »
Well, the game being absolutely not made for  any form of multiplayer, it's no surprise a tournament is clunky. Although to be fair, the video is extremely detailed and slow compared to what a tldr would last. Sure it would be nice to have an online "fleet builder" solution to participate, but that would cost several thousands of dollars to put in place so just a tad unrealistic for now.

As for the Discord requirement, sure I can understand how annoying it can be, but in the last tournaments that was also held on the forum there was huge issues of communication. When you have to postpone a planned stream because some of the submitted fleets are invalid and the participants don't reply for days, it tends to be pretty annoying too.


13
Modding / Re: Return of the Star Wars mod?
« on: December 10, 2019, 12:36:42 AM »
If you don't want to be bugged for release dates, I think making a public post was your first mistake...   ::)

14
Mods / Re: [0.9.1a] Diable Avionics 2.04 (2019/05/14)
« on: December 10, 2019, 12:33:35 AM »
As mentioned a few posts before, I'm in the middle of a massive update so don't expect anything anytime soon.

15
Blog Posts / Re: Raiding for Fun and Profit
« on: November 28, 2019, 01:40:11 AM »
I'm not too hot about that whole "marines experience" thing. I feel it leads to more troubles than it is worth. Experience makes marines better but having heavy weapons don't, selling them hurts you since you are selling their experience with them, you can't choose to "keep the good ones" etc. Maybe having "field officers" an entirely different, but rare enough that you can't farm them, type of marines would be preferable? Each officer you have available allow you to raid an additional objective with increased efficiency but you could only assign one per objective?

But by then you start to look at ship officers for marines though...

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